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Повідомити про проблему з перекладом
Thanks for telling me! It should be fixed now. For some reason Keen moved the MyRelationsBetweenPlayerAndBlock enum from Sandbox.Common to VRage.Game.
MOD_ERROR: \AppData\Roaming\SpaceEngineers\Mods\537689481.sbm_BlueG_Radar GFCS Version, in file: \AppData\Roaming\SpaceEngineers\Mods\537689481.sbm_BlueG_Radar GFCS Version
\AppData\Local\Temp\mpvtjn1a.0.cs(375,22) : error CS0103: The name 'MyRelationsBetweenPlayerAndBlock' does not exist in the current context
Granted on a planet, you aren't in the air unless
1: You have power
or 2: You're crashing
But in space it's different, there isn't a gigantic visual aid, commonly known as the ground, to help you avoid immobile terrain or obstacles.
Speed and size gates (radar speak: means conditions on which a track is displayed) are a definate thing.
Perhaps, you can detect if it is going above a certain speed?
Or on an impact course? Though that one may take too much calculations. Especially on a mobile thing like a large ship instead of a station.
Also, if the game would stop using energy only for thrusters... We'd be able to make rockets that have no powergrid, and just thrust in a straight line till impact or fuel is gone. :P
Usually missiles rely on artificial mass (or a space ball, which is the same but doesn't require power) to launch via gravity generators, hence the exceptions I made. I suppose you can always use the original BlueG Radar mod if powerless grids are a concern.
If someone launches a ball of metal though with no power grid on it, towards your station and your automated guns ignore it because no power grid. That might be bad. :P
In short, it basically extends sensor range up to 50km. It checks each sensor's detection settings, looks for a matching object, and adds its coordinates to the sensor's name. My GFCS script uses this for target tracking.